projection test for gallery space w/ chair using squeezed & gnomic projection.
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using Cinemachine;
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using UnityEngine;
public class CameraManager : MonoBehaviour
{
public static CameraManager instance { get; private set; }
public CinemachineVirtualCamera[] m_VCamList;
private CinemachineVirtualCamera m_ActiveCamera;
public CinemachineBrain m_CMBrain;
public GameObject m_Parent;
private void Awake()
{
if (instance != null && instance != this)
{
Destroy(this);
}
else
{
instance = this;
}
}
private void Start()
{
// Get all virtual camera objects in Unity
CompleteVCChildList();
}
private void Update()
{
// Check if a key between 0 and 9 is pressed
for (int i = 0; i <= 9; i++)
{
if (Input.GetKeyDown(KeyCode.Alpha0 + i))
{
// Set priorities based on the key pressed
SetCameraPriorities(i);
break; // Exit loop after handling the key press
}
}
SetCullingMask();
}
private void CompleteVCChildList()
{
m_VCamList = m_Parent.GetComponentsInChildren<CinemachineVirtualCamera>();
}
private void CompleteVCList() => m_VCamList = FindObjectsByType<CinemachineVirtualCamera>(FindObjectsSortMode.None);
private void SetCullingMask()
{
GameObject cam = m_CMBrain.ActiveVirtualCamera.VirtualCameraGameObject;
string tag = cam.tag;
Camera mainCamera = m_CMBrain.OutputCamera;
if (tag.Contains("surveillance"))
{
mainCamera.cullingMask = LayerMask.GetMask("Default", "TransparentFX", "Ignore Raycast", "Water", "UI", "Rig", "Walls");
}
else
{
mainCamera.cullingMask = LayerMask.GetMask("Default", "TransparentFX", "Ignore Raycast", "Water", "UI", "Rig","Walls");
}
}
private void SetCameraPriorities(int keyPressed)
{
if (keyPressed < m_VCamList.Length)
{
m_VCamList[keyPressed].Priority = 1;
//Debug.Log($"{m_VCamList[keyPressed].gameObject.name}");
}
// Assign priority 2 to all other virtual cameras
for (int i = 0; i < m_VCamList.Length; i++)
{
if (i != keyPressed)
{
m_VCamList[i].Priority = 2;
}
}
}
}